Alrighty, played three games on Sunday and watched a fourth.
First game, I drew against Thousand Sons (can't remember mission type, but it wasn't Take Prisoners or Sweep and Clear or Recover Intelligence). Missile launchers and grav guns were my go-to choices to get around All is Dust.
Second game was against Tyranids. It was Take Prisoners, and he had a very close combat-heavy list, so I didn't fancy my chances. Turns out he rolled pretty badly while my bolt pistols rolled hot. Like, real hot. I won this, despite being charged first turn and my cloaked missile scouts basically doing nothing. Executed two genestealers with bolt pistol rounds to the head, while the combat-cessor sarge earned his points by slicing through three genestealers before dying to a lictor. I completely failed to kill the only termagant on the field though, which managed to get to maximum flesh wounds after making three armour saves in a row against boltpistols.
Third game was the same list against Orks, playing Recover Intelligence. This was a stomping by the greenskins, as I felt like trying out the same list without any changes. He brought twelve models, and tied up two-thirds of my team in the first movement phase (I set up a touch too aggressively, I think). Game ended with him on 34 victory points and me on 1.
I learned a lot in those games! Mostly that a decent Command Roster needs options that can deal with swarms, and that camo cloaks are effectively wasted points against Orks. Definitely looking at ways of getting flamers into the Roster, as well as perhaps a few bare-bones shotgun scouts.
Also, old news I'm sure, but from the game I watched, frag cannons are pretty much easy mode.
mel_danes and MasterDeath like this
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